-stealth colouring added to code - shows up when stealthbonus is >= 50 - stealth colour has priority over camo colour

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@375 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-07-28 15:11:07 +00:00
parent bc412304e5
commit 3c88da4e03
4 changed files with 23 additions and 6 deletions
+6 -1
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@@ -3210,7 +3210,12 @@ INT8 GetBodyTypePaletteSubstitutionCode( SOLDIERTYPE *pSoldier, UINT8 ubBodyType
}
// Check for cammo...
if ( ( pSoldier->bCamo + pSoldier->wornCamo ) > 50 )
if ( GetWornStealth(pSoldier) >= 50 )
{
strcpy( zColFilename, "ANIMS\\steath.col" );
return( 1 );
}
else if ( ( pSoldier->bCamo + pSoldier->wornCamo ) >= 50 )
{
strcpy( zColFilename, "ANIMS\\camo.COL" );
return( 1 );
+6 -4
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@@ -7086,14 +7086,16 @@ void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
if ( oldCamo != newCamo )
{
pSoldier->wornCamo = newCamo;
if ( pSoldier->bInSector)
CreateSoldierPalettes( pSoldier );
fInterfacePanelDirty = DIRTYLEVEL2;
if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
}
//Madd: do this regardless of camo. This will need to be called to do custom part colours and new overlays anyway.
if ( pSoldier->bInSector)
CreateSoldierPalettes( pSoldier );
fInterfacePanelDirty = DIRTYLEVEL2;
}
UINT16 GetFirstExplosiveOfType(UINT16 expType)
+10 -1
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@@ -705,6 +705,11 @@ BOOLEAN CreateCorpsePalette( ROTTING_CORPSE *pCorpse )
strcpy( zColFilename, "ANIMS\\camo.COL" );
bBodyTypePalette = 1;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_STEALTH_PALETTE )
{
strcpy( zColFilename, "ANIMS\\stealth.col" );
bBodyTypePalette = 1;
}
if ( bBodyTypePalette == -1 )
{
@@ -790,7 +795,11 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
SET_PALETTEREP_ID ( Corpse.SkinPal, pSoldier->SkinPal );
SET_PALETTEREP_ID ( Corpse.PantsPal, pSoldier->PantsPal );
if ( pSoldier->bCamo != 0 )
if ( GetWornStealth(pSoldier) >= 50 )
{
Corpse.usFlags |= ROTTING_CORPSE_USE_STEALTH_PALETTE;
}
else if ( pSoldier->bCamo >= 50 )
{
Corpse.usFlags |= ROTTING_CORPSE_USE_CAMMO_PALETTE;
}
+1
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@@ -80,6 +80,7 @@ enum RottingCorpseDefines
#define ROTTING_CORPSE_USE_WEST_ENTRY_POINT 0x10 //Find the spot closest to the west entry grid
#define ROTTING_CORPSE_USE_CAMMO_PALETTE 0x20 //We use cammo palette here....
#define ROTTING_CORPSE_VEHICLE 0x40 //Vehicle Corpse
#define ROTTING_CORPSE_USE_STEALTH_PALETTE 0x80 //We use stealth palette here....
typedef struct
{